In some sun-bleached barn outside Sacramento, a group of physicists, shady g-men, grad-students, tourists and an array of amateur explorers and nü-gonzo-revivalist writer-dudes gather around a collection of strange vehicles that resemble lunar landers. Each is painted a garish colour and prepped to "slip" into a crazy new plane of existence. These are the voyages of the DayTrippers.
Now available in Print and PDF...
DayTrippers Core Rules
and
DayTrippers GameMasters Guide
DayTrippers is a sci-fi RPG portraying a surrealistic near-future multiverse, in which an assortment of colorful character classes pilot unique machines into dream worlds and pocket universes to retrieve items of value and bring them back home. Written by Tod Foley (author of Cyberspace, Ghosts in the Machine, and Watch the World Die), the DayTrippers milieu was inspired by the surrealistic fiction of Moebius, Michael Moorcock, Rudy Rucker, Stanley Weinbaum, Robert Heinlein, Jack Vance and other masters of weirdness.
The game can be approached in either of two playstyles: The first (using the Core Rules only) is a "GM-Lite" configuration featuring collaborative adventure design with a more "Narrativist" playstyle. The second (using both the Core Rules and the GameMasters Guide) is a high-but-sketchy-prep "trad" approach for Auteur GMs, optimized for high improv and high bleed. In both cases, a DayTrippers adventure is designed as a "one-shot" or an "episode" with a storylike narrative arc.
The DayTrippers Gamemasters Guide blends modern and traditional gamemastering techniques with the random input of oracular systems and the spontaneously-generative approach of surrealist art, and includes over 70 oracle tables for improvisation and prep. It's a toolkit for science fiction adventure, and a valuable addition to any GM's library - whether used for a home DayTrippers campaign or as a resource for other science fiction game systems.
You can find the DayTrippers Core Rules and the DayTrippers GameMasters Guide at DrivethruRPG and RPGnow.
Got any questions? I'll be glad to answer them!
Now available in Print and PDF...
DayTrippers Core Rules
and
DayTrippers GameMasters Guide
DayTrippers is a sci-fi RPG portraying a surrealistic near-future multiverse, in which an assortment of colorful character classes pilot unique machines into dream worlds and pocket universes to retrieve items of value and bring them back home. Written by Tod Foley (author of Cyberspace, Ghosts in the Machine, and Watch the World Die), the DayTrippers milieu was inspired by the surrealistic fiction of Moebius, Michael Moorcock, Rudy Rucker, Stanley Weinbaum, Robert Heinlein, Jack Vance and other masters of weirdness.
The game can be approached in either of two playstyles: The first (using the Core Rules only) is a "GM-Lite" configuration featuring collaborative adventure design with a more "Narrativist" playstyle. The second (using both the Core Rules and the GameMasters Guide) is a high-but-sketchy-prep "trad" approach for Auteur GMs, optimized for high improv and high bleed. In both cases, a DayTrippers adventure is designed as a "one-shot" or an "episode" with a storylike narrative arc.
The DayTrippers Gamemasters Guide blends modern and traditional gamemastering techniques with the random input of oracular systems and the spontaneously-generative approach of surrealist art, and includes over 70 oracle tables for improvisation and prep. It's a toolkit for science fiction adventure, and a valuable addition to any GM's library - whether used for a home DayTrippers campaign or as a resource for other science fiction game systems.
You can find the DayTrippers Core Rules and the DayTrippers GameMasters Guide at DrivethruRPG and RPGnow.
Got any questions? I'll be glad to answer them!